Welcome weary travelers to yet another adventure into the Domain of Dread...although you are not supposed to know that yet so try to act surprised. The basics are that each player starts with 1 experience point above 3rd level. This means that you can take the standard classes or you can diversify between races that might have and ECL of +1. You can also take bloodlines for added flavor.

As for your ability scores, please us the following method. Roll 4d6 and then reroll any 1's. You can reroll any time your dice come us with a "1" regardless of how many times you roll a 1. After rolling you then drop the lowest. I know that this method producs stronger stats but trust me when i say you will need them. You can be any race and any class from 3.0 or 3.5 but you must take the most recent version if there have been revisions. Regarding the races, if you choose and unsusual or drastically different race the NPC reactions will affect the party.

Each player starts with the following items: 3000 gp, backpack, 2 sacks, belt pouch, 50 ft silk rope, 1 waterskin, 10 days rations, flint and steel, 3 torches, 1 sunrod, traveling cloths for your starting climate, 1 non-magical weapon of he ptp choice from the list of class weapons. The rest is up to you.

This campaign takes place in Shadowdale. At the start of this adventure Elminster's tower has been destroyed the wayward Wizard has yet to return. The Zynterium are in control and growing stronger every day. At the start of this account the current party has been adventureing for quite some time and has managed to work up a good reputation for themselves.

This account of the adventure starts after the party has been strengthed by a Ranger, with blue-on-blue eyes, from the deep deseserts of Mulhorand. She is accompanyie by her faithful, dire bat, companion named Grayson.